	//~ Begin UMaterialExpression Interface
#if WITH_EDITOR
	virtual int32 Compile(class FMaterialCompiler* Compiler, int32 OutputIndex) override;
	virtual int32 CompilePreview(class FMaterialCompiler* Compiler, int32 OutputIndex) override;
	virtual uint32 GetOutputType(int32 OutputIndex) override;
	virtual void GetCaption(TArray<FString>& OutCaptions) const override;
	virtual bool GenerateHLSLExpression(FMaterialHLSLGenerator& Generator, UE::HLSLTree::FScope& Scope, int32 OutputIndex, UE::HLSLTree::FExpression const*& OutExpression) const override;
#endif
public:
	// UPROPERTY(EditAnywhere, Category=ShadingModel,  meta=(ValidEnumValues="MSM_DefaultLit, MSM_Subsurface, MSM_PreintegratedSkin, MSM_ClearCoat, MSM_SubsurfaceProfile, MSM_TwoSidedFoliage, MSM_Hair, MSM_Cloth, MSM_Eye", ShowAsInputPin = "Primary"))
	//着色模型添加-开始
	UPROPERTY(EditAnywhere, Category=ShadingModel,  meta=(ValidEnumValues="MSM_DefaultLit, MSM_Subsurface, MSM_PreintegratedSkin, MSM_ClearCoat, MSM_SubsurfaceProfile, MSM_TwoSidedFoliage, MSM_Hair, MSM_Cloth, MSM_Eye, MSM_MyToonDefault, MSM_MyToonFace, MSM_MyToonHair", ShowAsInputPin = "Primary"))
	//结束	
	TEnumAsByte<enum EMaterialShadingModel> ShadingModel = MSM_DefaultLit;
	//~ End UMaterialExpression Interface
};